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Bad orientation of hand models in hand-controls component. #5570

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AryehMischel opened this issue Sep 5, 2024 · 3 comments
Open

Bad orientation of hand models in hand-controls component. #5570

AryehMischel opened this issue Sep 5, 2024 · 3 comments

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@AryehMischel
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Hand models used for the hand-controls component do not line up properly with hands on quest 2 (and presumably all devices)

  • A-Frame Version: 1.42 ++
  • Quest 2:
  • I believe the issue is because of Fixes Hand tracking controls model needs update #4848 when the component was switched from targetRaySpace to gripSpace and the models were never updated to reflect this change.
  • I made a glitch showing this issue.
  • https://glitch.com/edit/#!/aframe-hand-models-test (for context the default hands are the ones currently used in A-Frame, and then the ones with the offset are my own models that I edited to try and correct the rotation...
@dmarcos
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dmarcos commented Sep 5, 2024

each controller has different orientation for the real hands and it's difficult to have the proper orientation for all. hand-controls is an old component I no longer recommend. Instead, I recommend switching to regular controller models like oculus-touch-controls or hand-tracking-controls if you want a hand representation. This way virtual and physical controllers will always match. Haptics and proprioception will be also accurate.

@AryehMischel
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AryehMischel commented Sep 5, 2024

I get that completely, I think there are two important points to make.
1). If we are not recommending people use the hand-controls then it really should be removed from the aframe school. As of right now, I believe hand-controls are the most popular way that people are implementing VR hands. I say this because there are youtube videos with thousands of views, and it's what people historically used with the super-hands component. I have not been able to test the hand-controls component with other devices, but I wonder if the current orientation of the model is accurate with any VR Controller. From a little experimenting, I found that the orientation of the hands are fine in Quest Two if we set the handModelOrientationX to 0. If we are saying that the hands cannot accommodate all controllers I think it makes sense to prioritize the most popular ones and simply remove this offset.
2). The problem with using either oculus-touch-controls or hand-tracking as a replacement for hand-controls is that far as I can see there is no out-of-the-box way to represent the user's controllers as animated hand models (which is a pretty standard thing in vr). Please correct me if I am wrong! I know it isn't rocket science for someone to take a hand model, create some poses, and animate between them as the user interacts with the controller. However, it does seem like a large barrier for most people who might be trying to create simple VR interactions. I hope this makes sense. Anyways, thank you for your input. I super appreciate this awesome ecosystem you and several others have built and continue to maintain/grow.
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@dmarcos
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dmarcos commented Sep 5, 2024

I'm happy to take PRs here and / or A-Frame school repos. I personally don't use hand-controls

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